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Robot Rising was an action RPG made in Unity for play on web browsers.

As Scrum Product Owner, I was responsible for scheduling and overseeing all environment art and lighting, level design and building, sound fx and music, game-play and combat, item population, and player progression.

I contributed directly to the project, creating environment art, level design and game-play.


PROXY PIPELINE

I set up a pipeline for art that divorced visuals from game-play. Game information was stored in container objects what could call any art - this allowed art to work in parallel with design and engineering without the usual bottlenecks.

This was also instrumental in getting a massive amounts of content from a very small team. Once a level layout was built, we could apply any of our 5 tile sets, instantly creating 5 visually distinct levels from one.

Similarly, this made swapping in event or holiday items extremely easy, completely controlled by art.

Art Proxy System

The Grid System

Working closely with an engineer, we developed a set of tools inside Unity that allowed us to quickly build levels.

Visuals were controlled by a Scene Visual Palette, a file that held all the information for dye channels, lighting, fog, and post-effects.

By randomly selecting one of these palettes at run-time, we were able to present the player with a feeling of great variety.

Each of the 6 tile sets had 8 unique palettes created by an artist.

Video provided by Eric Chadwick


Visuals in action